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  1. Dopo aver annunciato la Porsche iRacing World Championship Series, il team di iRacing alza ulteriormente la posta, annunciando per il 2019 la nuova eNASCAR PEAK Antifreeze iRacing Series, con un montepremi che arriva addirittura a $100,000 ! Inoltre ci vengono mostrate con il video di anteprima che vedete qui sotto, le nuove animazioni dei meccanici Indycar ai box che saranno implementate con la prima patch del 2019.
  2. Gli appassionati di simracing di lunga data sanno bene ormai che negli Stati Uniti il "fenomeno" della guida virtuale è molto più avanti rispetto all'Europa ed ancora di più all'Italia. Anche grazie ad importanti investimenti economici che arrivano da privati ed aziende, negli USA è quasi normale vedere un ragazzo appassionato di simulatori che dal monitor nella sua cameretta riesce ad arrivare fino alla pista reale. Questo è il caso, per esempio, di William Byron che, partito nel 2015 da iRacing, è riuscito ad arrivare addirittura a correre come pilota professionista nella Nascar Cup con la Chevrolet del team Hendrick Motorsports! L'intervista qui sotto, fatta dalla tv americana Fox (in inglese), risulta essere quindi decisamente interessante.
  3. La famosa serie americana Nascar ha lanciato oggi il suo nuovo torneo ufficiale eSport, che si disputerà naturalmente con iRacing. L'obiettivo dichiarato del torneo è anche quello di "attirare ed identificare giovani talenti" ! NASCAR announced today the formation of a youth esports racing series, the first esports competition created to attract and identify young talent. The series will be hosted on iRacing, the world’s premier racing simulation platform. NASCAR’s youth esports series establishes an easily accessible entry point to real-world racing and provides young competitors with an unparalleled simulation experience on iRacing’s ultra-realistic software. The youth series will be open to participants ages 13-16 worldwide. The inaugural 12-week season is slated to kick off in June on virtual renderings of iconic short tracks like Langley Speedway, The Bullring at Las Vegas Motor Speedway and Thompson Speedway Motorsports Park. The regular season, comprised of the first eight events, will be open to all participants. The 50 racers accumulating the most points over the regular season will qualify to compete in the four-week playoffs. The top 30 in points after the playoffs will advance to a final championship event at the iconic Martinsville Speedway. The season will include a mix of single and heat race formats. Participants can register today on NASCAR.com/iRacing. NASCAR currently sanctions the NASCAR PEAK Antifreeze iRacing Series, an esports series now in its ninth season and features the most elite oval sim-racers competing on virtual versions of NASCAR-sanctioned race tracks. The addition of a youth series on iRacing will provide driver’s seat experience for competitors looking to hone their talent, including those with professional racing aspirations. “As we expand our presence in esports, NASCAR is uniquely positioned as the only sport that can develop skills transferable to real world competition,” said Blake Davidson, NASCAR vice president of consumer innovation. “We’re excited to see the young, diverse and global talent pool this series attracts, especially as we cultivate our next generation of drivers.” William Byron, a rookie driving the iconic No. 24 Chevrolet for Hendrick Motorsports in the Monster Energy NASCAR Cup Series, started his racing career on iRacing in 2011 at 14 years old. In just two years on iRacing, Byron accumulated more than 100 wins and finished in the top five in an additional 203 races. Now, only seven years later Byron is leading the Sunoco Rookie of the Year standings in NASCAR’s top series, complementing a NASCAR Xfinity Series championship (2017), NASCAR K&N Pro Series East championship (2015), and Sunoco Rookie of the Year honors for the NASCAR Camping World Truck Series (2016) and Xfinity Series (2017). “NASCAR has been at the forefront of competitive online racing for years and its enhanced involvement in esports will be even more evident through the launch of its youth esports series on iRacing,” said Tony Gardner, iRacing president. “NASCAR drivers have used iRacing to accelerate their development beginning at a young age, as well as to hone their skills throughout their careers. We look forward to cheering on the alumni from the youth series when they compete at the highest levels of NASCAR in the years to come.” The Monster Energy NASCAR Cup Series season continues with the KC Masterpiece 400 at Kansas Speedway on Saturday, May 12 at 8 p.m. ET on FOX, MRN and SiriusXM NASCAR Radio.
  4. William Byron, esordiente pilota ventenne della NASCAR che debutta proprio domani nella prestigiosa Daytona 500, ha iniziato la sua carriera proprio al simulatore di guida. Proprio la NASCAR infatti ha investito già dal 2017 in nuove iniziative rivolte ai driver virtuali, come parte di una strategia per sfruttare l'industria degli e-sport in rapida crescita ed aiutare cosi a costruire una nuova generazione di fan. Byron ha iniziato la sua carriera agonistica online, gareggiando in centinaia di gare nel popolare iRacing. La sua rapida ascesa attraverso i ranghi della NASCAR è una prova che gli e-sport possono realmente portare i fans a diventari piloti veri. "La cosa più importante che mi ha attratto di iRacing sono stati gli altri ragazzi della NASCAR che erano lì - Travis Pastrana si allena da tempo, Dale Earnhardt Jr. ne ha parlato in un paio di conferenze stampa, cosi come altri - così ho visto come avrei potuto entrare in questa piattaforma che era simile alle corse, ed è stato il mio modo di relazionarmi con quello che stavano facendo quei ragazzi ", ha detto Byron a FOX Business. "Penso che gli e-sport possano aiutare i fan a relazionarsi meglio al nostro sport." Entro il 2020, si stima che gli e-sport valgano un fatturato annuo di 5 miliardi di dollari, secondo la società di ricerche di mercato Activate. Un numero crescente di fan e aspiranti piloti stanno ottenendo un primo approccio alla NASCAR giocando a iRacing, o ad altri titoli. Anche i piloti NASCAR sono noti per aver partecipato agli eventi iRacing o aver utilizzato la piattaforma per fare alcuni giri di pratica. "I giovani piloti stanno arrivando. Il gioco e gli e-sport sono una scelta naturale", ha dichiarato Blake Davidson, Vice Presidente NASCAR. "Fare leva sulle stelle della NASCAR attraverso gli e-sport per attirare nuovi fan è davvero eccellente." La spinta della NASCAR nel reclutare nuovi fan e talenti sarà vitale per uno sport che ha sofferto di presenze ed ascolti tv in calo. Hanno cambiato il formato delle gare NASCAR la scorsa stagione, dividendo ogni gara in tre fasi, nella speranza di creare più competizione. Altre mosse, come la programmazione di gare aggiuntive nei giorni feriali, sono state discusse. Nel breve periodo, NASCAR conta su un afflusso di giovani piloti e una base di fan per essere fedele ai marchi che sponsorizzano la NASCAR. Joe Favorito, un veterano consulente di marketing sportivo e professore alla Columbia University, ha dichiarato che NASCAR si distingue tra gli altri sport nei suoi sforzi per creare giochi con licenza. La NASCAR ha sostenuto le corse online risalenti ad almeno 15 anni fa, ha osservato Davidson, "prima che il termine e-sports fosse coniato." Ma la sfida per tutte le proprietà sportive è quella di connettersi con un pubblico più giovane e adattarsi alle abitudini di visione della TV di quella generazione. Per NASCAR, i nuovi investimenti in e-sport creano un'opportunità per interagire con i fan sui dispositivi mobili e integrare gare virtuali con gare in pista. "Creare tifosi giovani e casuali per provare il brivido del volante, è lì che si trova l'opportunità", ha detto Favorito. Byron, che ha iniziato la sua prima stagione in qualità di campione in carica della XFINITY Series, non è riuscito a mettersi al volante fino all'età di 15 anni, in ritardo rispetto agli standard NASCAR. Ora si unisce a giovani star affermate come Kyle Larson, Chase Elliott e Ryan Blaney, un'infusione di giovani in pista dopo i ritiri dei ben noti piloti Jeff Gordon, Tony Stewart e Earnhardt. Byron ha spiegato che il passaggio da iRacing alla pista non è stato senza soluzione di continuità, affermando che un gioco di simulazione non può preparare completamente i conducenti per gli elementi fisici della guida di una macchina da corsa e la preparazione richiesta per guidare sotto pressione. Le gare virtuali hanno aiutato Byron a imparare le traiettorie, dai pit stop alla strategia. "Non sono cresciuto in una famiglia da corsa, quindi iRacing è stata la mia prima occasione per mettere alla prova le mie capacità, ed è ciò che mi ha aiutato a darmi un punto di partenza. È così che inizia un sacco di gente ", ha detto Byron, che guiderà la Chevrolet Camaro ZL1 numero 24 per Hendrick Motorsports. NASCAR ha una competizione ufficiale su iRacing, che presenta piste virtuali e auto create utilizzando la scansione laser tridimensionale. Una lega pro iRacing sostenuta dai team di NASCAR è anche in cantiere per un lancio nel 2018, secondo un rapporto di Sports Business Journal. Si dice che le piste stiano sviluppando una propria lega e si preparano ad ospitare tornei di videogiochi durante i fine settimana di gara. La serie NASCAR PEAK Antifreeze iRacing corre ogni due settimane su piste virtuali come la Daytona International Speedway, che ospita domani la Daytona 500 come apertura stagionale. La serie iRacing inizierà la sua stagione due giorni dopo. Le gare online sono programmate ogni due settimane durante l'anno e trasmesse in diretta su NASCAR.com e Facebook. Trasformare i fan virtuali in fan non è una proposta facile. Ecco perché NASCAR sta lanciando una vasta rete oltre a iRacing, lavorando con artisti del calibro di Electronic Arts ( EA ) sul suo gioco mobile Real Racing ed esplorando nuove partnership con giochi basati su console. "La nostra strategia è quella in cui stiamo raggiungendo un certo numero di generi per raggiungere il più ampio pubblico possibile. Se possiamo collegarli allo sport, da lì a guardare la TV o diventare un pilota NASCAR un giorno, questo sarà molto prezioso per noi ", ha detto Davidson.
  5. Si intensificano sempre di più in questi giorni i rumors secondo i quali la NASCAR, serie americana fra le più seguite ed in grado di muovere milioni di dollari di sponsorizzazioni, stia per entrare in forze ed ufficialmente nel business del eSport, ovvero lo sport elettronico competitivo. Adam Stern, giornalista USA di Sports Business sempre molto ben "informato", ha infatti confermato che la NASCAR sta ultimando un piano per incorporare le competizioni eSports in ogni gara NASCAR reale durante la stagione 2018. E' bene ricordare che la NASCAR attualmente ha collaborazioni con iRacing e con lo sviluppatore 704Games, il quale al momento ha l'esclusiva per la licenza completa NASCAR. Del resto non ci sarebbe da stupirsi di un interessamento diretto della serie americana nell'eSport, visto che ha una storia lunga ed importante nel mondo gaming: i fans NASCAR ricorderanno certamente titoli come NASCAR Challenge di Bill Elliott, o NASCAR Heat e NASCAR Racing dei Papyrus, usciti negli anni '90 e nei primi anni 2000. La NASCAR è stato uno dei primi campionati sportivi del paese americano a incorporare gli eSport nelle serie ufficiali con la NASCAR Peak Antifreeze promossa da iRacing.com nel 2010. Negli ultimi cinque anni, la NASCAR ha registrato però un calo relativamente ai giovani che seguono gli eventi NASCAR, dare il benvenuto agli eSport potrebbe quindi anche risolvere questo problema. Jeff Dunn di Business Insider ha scritto lo scorso marzo che i ricercatori ritengono che l'industria degli eSports potrebbe crescere fino a oltre 1 miliardo di dollari entro il 2020, con una previsione di 580 milioni di spettatori. Sport come NFL, NBA e persino NHL hanno già sviluppato i loro marchi utilizzando gli eSport come un modo per attirare i giovani fan nei loro sport con le competizioni eSports attraverso titoli come Madden NFL e NBA 2K. L'unica domanda che evidentemente deve essere chiarita è quale sarà la piattaforma utilizzata, o quale videogioco... La scelta è fra 704Games e NASCAR Heat o iRacing.com. Qualunque sarà la scelta, ci saranno pro e contro in ogni caso: con il simulatore iRacing si offrirebbe l'esperienza NASCAR più vicina alla realtà, mentre NASCAR Heat sarebbe in grado sicuramente di attirare un maggior numero di utenti, grazie all'accessibilità e familiarità della console. Prima che gli appassionati della simulazione NASCAR inizino a sognare, vorrei sottolineare che la Formula 1, che all'eSport ha creduto per prima, ha scelto il divertente ed accessibile F1 2017 di Codemasters. Quando si parla di grandi numeri e di soldi (tanti), purtroppo al momento non si parla anche di simulatori...
  6. Il Campionato Italiano Nascar nasce nel 2002 utilizzando "Nascar Racing 2002", nel corso degli anni si è evoluto continuando a vivere sotto il portale Lisgo e successivamente su GTitalia. Oggi dopo anni di assenza nasce nuovamente il suo portale dedicato e grazie alla passione di alcuni dei "reduci del CIN 2002" è ripartita la nostra community utiliazzando il simulatore di iRacing. Il Campionato Italiano Nascar edizione 2017, partirà da Settembre, in questo thread troverete tutte le informazioni su questo campionato. Simulatore Usato http://www.iracing.com/ Vetture: Le vetture selezionate per il campionato sono le seguenti: NASCAR XFINITY Toyota Camry NASCAR XFINITY Ford Mustang NASCAR XFINITY Chevrolet Camaro Queste vetture sono state selezionate dopo un'accurata scelta e molte ore di pratica in pista. Regole: Per la serie si applica lo Sporting Code di iRacing e, finita ogni gara, ci sarà un incontro fra tutti i piloti su TeamSpeak (obbligatorio per partecipare al campionato), per discutere e analizzare accuratamente tutti gli incidenti avvenuti in gara, questo incontro è chiamato terzo tempo. Regolamento http://www.i-cin.it/sito/Regolamento.pdf Calendario: http://www.i-cin.it/sito/calendario.php Giorni di gara: Come giorni di gara, dopo un'attenta valutazione, si sono scelti il Lunedì e il Venerdì: il Lunedì sarà il vero e proprio giorno di gara, mentre il Venerdì sarà utilizzato come giorno di pratica, nel quale tutti i piloti potranno allenarsi e creare i propri setup per la gara del Lunedì successivo. Gli orari sono ancora da perfezionare, ma per dare un'idea i server apriranno circa alle 21.00 con alcuni minuti di pratica, per dare tempo a tutti di entrare. La sessione di qualifica partirà circa alle 21.45/22.00, e non finiremo oltre la 00.00! Setup: Il setup per il campionato sarà aperto, nonostante questo, molto probabilmente, in ogni gara, nella sezione dei setup condivisi, verrà inserito un setup, che ogni pilota sarà libero di utilizzare e/o modificare a suo piacimento.
  7. Il video che potete ammirare qui sotto ci mostra l'esperienza del pilota americano Jeff Gordon al simulatore della Chevrolet Performance Driver-in-the-Loop (basato su rFactor 2), alla guida della vettura NASCAR Sprint Cup Series Chevrolet SS 2016, sul tracciato di Pocono Raceway. Gordon ha svolto varie sessioni di test nel 2016 quando, dopo l'incidente di Dale Earnhardt Jr., tornò al volante di una vettura Nascar dopo 8 mesi di inattività. Considerato che in gara arrivò fino al 6° posto, l'esperienza virtuale fu decisamente utile! Commenti in merito sul forum. Date uno sguardo anche al noto simulatore di guida dinamico professionale della Dallara Automobili, cosi come alla nostra visita al simulatore della Bhai Tech, con l'intervista ad Alessandra Neri.
  8. Il video che potete ammirare qui sotto ci mostra l'esperienza del pilota americano Jeff Gordon al simulatore della Chevrolet Performance Driver-in-the-Loop (basato su rFactor 2), alla guida della vettura NASCAR Sprint Cup Series Chevrolet SS 2016, sul tracciato di Pocono Raceway. Gordon ha svolto varie sessioni di test nel 2016 quando, dopo l'incidente di Dale Earnhardt Jr., tornò al volante di una vettura Nascar dopo 8 mesi di inattività. Considerato che in gara arrivò fino al 6° posto, l'esperienza virtuale fu decisamente utile! Date uno sguardo anche al noto simulatore di guida dinamico professionale della Dallara Automobili, cosi come alla nostra visita al simulatore della Bhai Tech, con l'intervista ad Alessandra Neri.
  9. Sarà disponibile il 29 marzo, probabilmente in nottata, la nuova ed attesa build di iRacing, ricca di novità e contenuti inediti. Oltre alle varie migliorie e bug fix solite, la nuova release del simulatore americano ci metterà finalmente a disposizione le nuove vetture e tracciati da sterrato, molto in voga negli USA. Con varie scontistiche spiegate qui sotto, possiamo acquistare le Dirt Late Model, Dirt Winged Sprint Car ed i circuiti di Eldora Speedway, Volusia Speedway Park e Williams Grove Speedway. Per gli appassionati di stock car invece, la nuova build offre il 2017 NASCAR Monster Energy rules package, ovvero un pacchetto di aggiornamento con tutte le nuove regole 2017 della stagione Nascar e la nuova Toyota Monster Energy Cup. Sim racers around the world have been looking forward to getting down and dirty ever since iRacing announced plans to develop its dirt racing feature. Now that dirt racing is a reality on iRacing, it’s important to understand that racing on digital dirt differs from racing on virtual pavement in significant ways. Who better to explain some of those differences than Tyler Hudson? A two time iRacing Daytona 500 winner and 2013 NASCAR PEAK Antifreeze Series champion, the Brandon, MS resident also has plenty of real world experience racing on dirt having run a full Late Model season at Jackson Motor Speedway as well as scores of Street Stock and Mini-Stock races, not to mention besting all comers in the dirt portion of the 2014 PEAK Stock Car Dream Challenge. Since joining the iRacing staff as Competition and Customer Service Associate, Hudson has been deeply involved in the testing and development of the iRacing dirt tracks and cars. As with pavement cars, iRacers can purchase dirt cars at any and all performance level, but Tyler advises dirt track newbies to start slowly, so to speak. “If you're new to dirt you would definitely want to start by doing single car testing sessions with the Street Stock or Legends Cars,” he says. “Once you’re comfortable turning laps by yourself jump into a open practice session and start getting comfortable driving the car around other people. When you reach the stage where you feel like you can control the car in traffic, go ahead and attempt your first race." Click here or here to read the full story. Great things come to those who wait. At long last, dirt track racing arrives on iRacing on March 29, and a slew of fantastic cars and legendary tracks are now available for pre-sale. Where to begin? How about with a couple of three-fers? With either the Dirt Late Model or the Dirt Winged Sprint Car packages you get three cars for one low price. In the case of the Late Models, you get the Limited, Pro and Super Late Model for $11.95. Or if you prefer racing without fenders, $11.95 buys you the 305, 360 and 410 winged Sprint Cars. Of course you’ll need some place to play in the dirt. Where better than three of America’s most legendary half miles: Eldora, Volusia and Williams Grove Speedways, available for pre-sale at $11.95 apiece. Take advantage of this unique opportunity to be among the first to own these sensational new cars and tracks – and to experience this exciting new dimension in sim racing! Click Here to add the Dirt Late Model package to your garage for $11.95. Click Here to add the Dirt Winged Sprint Car package to your garage for $11.95. Click on Eldora Speedway, Volusia Speedway Park and Williams Grove Speedway to your catalogue of race tracks for $11.95. Better yet take advantage of our volume discount packages: 10% off for purchases of 3 or more pieces of content 15% off for purchases of 6 or more pieces of content 20% off if you own 40 or more pieces of paid content 30% off if the purchase puts you at 100% content ownership Click Here for complete details on our volume discount packages. Yes, dirt oval racing is coming to iRacing on March 29th but so are the 2017 NASCAR Monster Energy rules package updates to the iRacing cup cars! Senior Vehicle Dynamics Engineer and former Team Penske Race Engineer, Steve Reis explains. The aero map on the iRacing cup cars has been completely reworked to represent the 2017 body style and NASCAR rules package. We have also updated the suspension geometry and made adjustments to the garage setup ranges to represent typical 2017 NASCAR chassis/setup ranges and rules package. o Minimum front springs increased to 500lb/in o Maximum front swaybar preload decreased to -500lb-ft o Swaybar rates decreased to more realistic values o Maximum Trackbar rake set to 4” o Maximum Rear Toe set to +1/8” LR and 0 RR. o Minimum LR spring increased to 100lb/in o Superspeedway frame heights set to 6” | 8” So what does that mean to the driver? 2013 NASCAR Peak Antifreeze champion Tyler Hudson explains. From a driver’s standpoint the most noticeable difference will be that entry and exit do not have that “light” feeling anymore. In the current physics model when you lift for the corner the front feels like it disconnects from the track and you use minimal steering inputs to set the car into the corner. With the 2017 update the tires feel more connected to the track and that feel carries from entry, center, and exit much better than it currently does. The chassis feels stiffer, more planted and “in” the race track, making everything feel much more natural and in control. Currently, during most races drivers will short pit after 30 laps or so on a mile and a half track simply because the car is too loose and the tire fall-off is so dramatic. With this new update, on a mile and a half tracks the balance stays consistent throughout a whole fuel run and the tire fall-off tops-out around 2.6-3.0 seconds with a reasonably well-balanced race car. So in summary, the update will make the cars a lot more realistic in terms of suspension geometry and aero. Also, the new garage limits will force people into a more realistic box in terms of the setups they can create. The end result is a more controllable driving physics model . . . and this was accomplished even without adding what we have learned from dirt development to the tire model! Finally it is our hope to get the new Toyota Monster Energy Cup car 3D model into next week’s build. But we are cutting it close. If it does not arrive on the 29th expect it shortly after. Along with the 2017 contingency updates the release next week will have the updated rear spoiler and shark fins on the Ford and Chevy Cup cars as well.
  10. VELOCIPEDE

    NASCAR Heat Evolution by Monster Games

    Il team Monster Games ha annunciato un nuovo titolo con licenza ufficiale Nascar: arriverà a settembre su PC, PlayStation 4 e Xbox One, NASCAR Heat Evolution ed offrirà un'esperienza di guida casual o hardcore, grazie alle numerose regolazioni presenti, e includerà i piloti e le vetture del campionato NASCAR. Gli autori del gioco sono gli stessi che hanno creato NASCAR Heat e NASCAR: Dirt to Daytona: "Abbiamo lavorato a NASCAR Heat Evolution per diciotto mesi e siamo entusiasti del risultato", ha dichiarato il presidente del team, Richard Garcia. "Fin dal primo giorno il nostro obiettivo è stato quello di realizzare un gioco di guida divertente, coinvolgente e realistico per i fan della NASCAR." This post has been promoted to an article
  11. Studio 397 ha pubblicato la prima parte di una guida completa per spiegare la complessità delle regole nelle gare stock car, regole che saranno appunto implementate in ogni dettaglio nelle prossime release di rFactor 2. Effettivamente è necessaria una lettura plurima per venirne a capo... We just published the first part of a guide on Stock Cars in rFactor 2, to explain the sometimes complex and intricate set of rules that make this type of racing so exciting. Stock Car Guide Part 1: The Full-Course CautionAs novice stock car simracers quickly realize, oval racing isn’t just about turning left, it consists of a complex interplay of many intricate parts! As a genre, stock car is highly dependent on a unique set of “rules” that must be implemented to properly simulate the strategy and “controlled chaos” that make oval racing exciting. Key elements like full-course cautions, special penalties like EOLLs, and rewards such as the “Lucky Dog” and “Wave Around”, are all very specific to stock car racing – and rFactor 2 simulates all of these! The rules of stock car racing can be difficult to grasp, especially for someone starting out, and without at least some prior knowledge, it might seem a little intimidating just to dip your toes into oval racing. To fully experience stock car racing, you need to do more than just try to take a fast line on track. There’s a whole host of things you must be aware of and keep track of, all at the same time! To let you get the most fun out of racing, we’re writing a series of short guides that will explain the basic rules of stock car racing. This first article will look at the “full-course caution” and how it works in rFactor 2. The Full-Course Caution: The basicsAlthough you might think of a caution in terms of laps behind a safety car (aka the pace car), we decided to break the process down into 10 “phases.” These phases do not necessarily coincide with laps, but important changes take place at every phase. Also, before we get started, there are two very important classifications to understand during a full-course caution: “Lead Lap” and “Lap down” cars: A “lead lap” car is a car that does not have any other cars on track ahead of it by +1 full lap. A “lap down” car is any car on track that has other cars +1 or +multiple laps ahead of it. Phase 1 – Yellow flag: Pit lane is closedA yellow flag is called following an incident somewhere on track, for example after someone has spun their car. Immediately after yellow is called, the pit lane will be closed to all cars on track. The LSI (Low Speed Information) screen will alert you that pits are closed. The name is somewhat misleading because you will still be able to enter the pit lane and make a pit stop during “closed pits,” but doing so will result in an end-of-longest-line penalty (EOLL) (see explanation in Phase 9). Phase 2 – Frozen fieldNext, and almost immediately after the yellow drops, the entire field becomes “frozen” – this means all cars should now slow to a reasonable pace and retain the order they are in. You’ll need to pay attention to the LSI and follow the car you are told to stay behind. Phase 3 – Safety car joins the fieldThe safety car will start to slowly make its way out onto the track and attempt to collect the leader behind it. Once it has collected the lead car, the caution laps will start counting, and cars will start to bunch up behind the safety car in “single file.” Important: Keep a close eye on the LSI screen, it may say “Please Pass the Safety Car.” If you see this message you should promptly pass the safety car and continue to follow behind the driver you are told to stay behind. Phase 4 – First lap of caution behind the safety car: Pits will open shortlyDuring most of the first lap behind the safety car pits are still closed, and no cars are allowed to pit without receiving a penalty. Phase 5 – Lucky Dog: You regain one lap in the standingsThe reasons for this rule might not be obvious, but it all goes back to “safety” in real life. The rule prevents cars from racing to the start/finish line in an attempt to regain laps lost after the yellow has dropped. The “Lucky Dog” or “Free Pass” is a reward given to the first car in the order that is one lap (or multiple laps) down at the time the yellow is dropped. If you get the “Lucky Dog,” the LSI screen will alert you. All you need to do is pull to the left, pass the entire field of cars, pass the safety car, and rejoin the field at the back of the line – and you regain one lap in the standings. If someone else gets the “Lucky Dog”, you will also be alerted by the LSI screen to allow them to pass. Important: If you yourself cause the yellow flag and would have received a “Lucky Dog” based on your place in the standings, no one will receive a Lucky Dog in this caution period. Phase 6 – Second lap of caution: Pits are open to lead lap carsDepending on the track, shortly before the second lap of caution starts pits will open to all lead lap cars. What does this mean exactly? It means that if any car in the standings is one full lap up on you (+1), then you are not allowed to pit yet. Important: If you are a lead lap car you must pit in the second lap of caution to move up in the final “re-order” (see explanation in Phase 9). Phase 7 – Third lap of caution: Pits open to everyoneIf you are a lap down car, then you will now be able to pit normally without receiving a penalty. Lead lap cars may also pit. Important: Although the number of caution laps may vary (4 laps minimum), after lap 2 of caution pits are always open to everyone. Phase 8 – One lap to go: Double fileDuring the last lap of caution the LSI will tell you to get into double file formation and will also let you know there’s “one lap to go.” Make sure to pay attention: You might have to get behind a car you were not behind before. Phase 9 – Sorting the field just before restart: Final Re-order, Wave-arounds, EOLLsJust before the race gets restarted, the field must be re-sorted. Three things happen in this very crucial last lap of the caution: “Final Re-Order”: Lead Lap cars that pit in lap two move forward, lap down cars move back. If there are “lap down” cars in front of “lead lap” cars, then in this short phase the lap down cars (that pitted in lap two of caution) will be re-sorted behind any lead lap cars. You’ll need to once again keep a close eye on what the LSI is telling you. Important: If you were a “lead lap” car and did not pit the 1st lap pits were open, or you pitted multiple times, then you will line up with “lap down” cars and will not get moved in front of them. “Wave Around” – getting a “Wave Around” is a good thing! A “Wave Around” simply means you get to pass the safety car and rejoin the field at the back – and you regain a lap! The LSI will prompt you if you have a “Wave Around,” you’ll need to be quick and pass the field and catch up in order to make a good start. Important: You get a “Wave Around” if all of the following three conditions are met: You are a “lap or laps down” You did NOT pit You are in front of all of the “lead lap” cars “End of Longest Line” (penalty): You go to the back.The End-of-Longest-Line or “EOLL” penalty simple means you must pull to the left side, slow down, and fall behind the longest line at the end of the field. Phase 10 – RestartOnce everything is sorted, and everyone is in double file, the next time around will be restart. The restart happens as follows: The safety car will turn in and enter the pits Front row lead cars retain pace speed until on the main straight The race officially restarts once you hear the spotter announce “GREEN FLAG, GREEN FLAG, GO GO GO!!!” Important: If you are starting in the front row next to the race leader, make sure that your car is not positioned ahead of the leader when the green flag is called – doing so will result in a “Drive-Through” penalty. Additional notes on Full-Course Cautions you may find useful: Make sure that driver labels (name tags) are always showing during a full-course caution. The default key to show driver labels is TAB. You cannot serve “Drive-Through” or “Stop-and-Go” penalties during a caution period. Although you might be instructed to serve them with a message “Warning One Lap To Serve Penalty” you can safely ignore this message during the caution period. However, once the race goes green, you must promptly serve any pending penalties. Always follow the driver the LSI screen instructs you to follow, even if you think it is not ordering you properly. The field may still be re-sorting. Ignoring the LSI instructions can lead to a Drive-Through, a Stop-and-Go, an EOLL, or Disqualification. During caution periods stay in 3rd or 4th gear to avoid overheating your engine. To avoid engine overheating in the pits while making long repairs, make sure to assign keys for “Starter” and “Ignition” beforehand. Important: You will be able to shut off your engine using “Ignition” and restart your engine by pressing “Ignition and Starter” simultaneously.
  12. VELOCIPEDE

    NASCAR Heat Evolution: i DLC

    Spotter Audio: NASCAR Heat Evolution will ship with Bobby Labonte as the Spotter Audio, but players will have the option to download different spotter voices to make their races unique. We plan to release a variety of Spotter Audio ranging from real life spotters to drivers, announcers, and more. On launch day, NBC on NASCAR announcer Rick Allen’s Spotter Audio will be available for $0.99. Challenge Packs: In addition to the 23 Challenges shipping with NASCAR Heat Evolution, new Challenge Packs will be available every month so players can keep pursuing greatness. On September 13, Challenge Pack 1 will be available for $0.99 with 4 new Challenges. Paint Schemes Every month we’ll be releasing at least one paint scheme pack for players to diversify their game. One of the coolest features in NASCAR Heat Evolution are the track specific paint schemes. For example, if you purchase Darlington Throwback Paint Scheme Pack 1, the AI cars at Darlington will use the Darlington paint schemes. It takes authenticity to a whole new level. Worth noting, if all of the art assets are not delivered from the race teams and sponsors in time, certain paint schemes packs will be released in two parts. The Darlington schemes and the Chase schemes are both examples of this. We make the paint schemes as soon as we receive them. We didn’t have enough time to create the schemes for drivers who just revealed their Darlington paint schemes like Kyle Larson and Chris Buescher. You can expect a Darlington Throwback Paint Scheme Pack 2 and a Chase for the NASCAR Sprint Cup Paint Scheme Pack 2 at a later date. The following Paint Scheme Packs will be available on launch day: Darlington Throwback Paint Scheme Pack 1: Joey Logano, Ryan Newman, Dale Earnhardt Jr, Aric Almirola, Kurt Busch, Chase Elliott, Jimmie Johnson, Trevor Bayne, Austin Dillon, Casey Mears, Danica Patrick, Ricky Stenhouse Jr, Matt Kenseth, Kyle Busch, Denny Hamlin, Carl Edwards, David Ragan, and Matt DiBenedetto. (Price: $9.99) Paint Scheme Pack 1: Chase Elliott – 3M, Kasey Kahne – Panasonic, Kasey Kahne – Mountain Dew, Dale Earnhardt Jr. – Tax Slayer, Greg Biffle – KFC, Tony Stewart – Code/Mobil 1, Ricky Stenhouse Jr – Ford EcoBoost, Landon Cassill – Snap Fitness, Jimmie Johnson – Kobalt, and Chris Buescher – CSX. (Price: $4.99) Chase for the NASCAR Sprint Cup Paint Scheme Pack 1: Brad Keselowski, Kyle Busch, Carl Edwards, Jimmie Johnson, Matt Kenseth, Kevin Harvick, Kurt Busch, Joey Logano, Martin Truex Jr, Denny Hamlin, and Tony Stewart. (Price: $4.99) Pit Pass Bundles Since this is our first game release, we were unable to have a Season Pass to cover all of the DLC we’ll be releasing in 2016. Instead, we’ll be offering 4 separate Pit Pass Bundles through 2016. Each Pit Pass Bundle will include a bundle of DLC at a discounted price. Below are the details for Pit Pass Bundle 1 available September 13, 2016: Pit Pass Bundle 1: Pit Pass Bundle 1 will include Darlington Throwback Paint Scheme Pack 1, Chase for the NASCAR Sprint Cup Paint Scheme Pack 1, Paint Scheme Pack 1, Rick Allen Spotter Audio, and Challenge Pack 1. (Price: TBD) Toyota Partnership Through our partnership with Toyota, fans will receive a free Toyota Challenge Pack and a free Toyota Paint Scheme Pack each month. Below are details for the free Toyota DLC available on September 13: Toyota Challenge Pack 1: 4 new challenges from Kyle Busch, Carl Edwards, and Denny Hamlin take you to Kentucky, Sonoma, Daytona, and Indianapolis. (Price: Free) Toyota Paint Scheme Pack 1: Paint schemes include Kyle Busch – Skittles, Carl Edwards – Subway, Carl Edwards – Stanley, Denny Hamlin – FedEx Ground, Matt Kenseth – Dewalt, Martin Truex Jr. – Furniture Row, Matt DiBenedetto – EJ Wade, Matt DiBenedetto – Dustless Blasting, and David Ragan – Shriner’s Hospital. (Price: Free) Pre-Order DLC NASCAR Heat Evolution is excited to partner with our retail partners and offer pre-order bonus DLC. All pre-order DLC will be available to all players at a later date. Below are the details of the current pre-order bonuses: GameStop: Players who pre-order through GameStop have exclusive access to Erik Jones paint schemes. Included paint schemes are NASCAR Heat Evolution, GameStop Turtle Beach, and GameStop Think Geek. Best Buy: Players who pre-order from Best Buy will have access to the Sprint All-Star Paint Scheme Pack. Included paint schemes are Kasey Kahne – Drive Home A Winner, Dale Earnhardt Jr. – Mountain Dew, and Carl Edwards – Arris Surfboard, the winning paint scheme that landed Carl on the cover of NASCAR Heat Evolution. Xbox Marketplace: Players who digitally pre-order NASCAR Heat Evolution on Xbox will have launch day access to the Sprint All-Star Paint Scheme Pack. Shew! There you have it. As you can see, NASCAR Heat Evolution is only the beginning. We look forward to giving players a ton of great content through the end of the year. We’ll see you on the track!
  13. VELOCIPEDE

    NASCAR Heat Evolution in video

    Dopo essere stato presentato ufficialmente in TV, con tanto di spot sul canale NBC, il team Monster Games ci presenta oggi il primo trailer dedicato al nuovo titolo con licenza ufficiale Nascar, che arriverà il 13 settembre su PC, PlayStation 4 e Xbox One, NASCAR Heat Evolution ed offrirà un'esperienza di guida casual o hardcore, grazie alle numerose regolazioni presenti, e includerà i piloti e le vetture del campionato NASCAR.
  14. rFactor 2 Build 1008 Now Available (thread does not contain stock car link) http://rfactor.net/web/2015/09/25/rfactor-2-stock-car-build-1008-now-available/ The 'Stock Car Build' has finally arrived! This build introduces a number of supportive code elements for this type of racing, but is also a testbed for some future advancements we have coming for this, and racing of all kinds. We plan to release some more tracks (eagle-eyed forum users already spotted this), and with the help of some leagues, we hope to get the rules nailed down. Downloads: Lite installer - 322 MB Demo installer - 1.1GB NSCRS15 rFM (for vMods with rules, recommended for server hosts) Stock car mod to follow (own thread). You need to use Build 1008 with them. Screenshots: http://rfactor.net/web/rf2/screenshots/ Working Stock Car rules: Lucky Dog No Lucky Dog to Driver who causes the caution Speeding penalty during caution EOLL Speeding penalty during green Drive Thru Entering Closed pits EOLL penalty Green White Checker finish In-Car Track Bar Adjustment Frozen Field when caution comes out Partialy Working Stock Car Rules: Double File Restarts - Leader Chooses which lane he starts Double File Restarts - Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds - Need feedback from Stock Car Leagues Double File Restarts - Wave Around Cars - Do not get penalized yet for pitting before green flag is thrown Qualifying Rules - 3 Round format works Qualifying Rules - Forcing the use of 1 set of tires for all 3 rounds not working Rules not implemented Yet: Commitment cone violation for entering the pits AI still race back to line when caution is thrown All car(s) must maintain their respective track position for the restart, until they cross the start/finish line. Blending rule when re-entering the track during green flag conditions No passing under double yellow line at Superspeedways Known issues (A.I.): We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the 'dynamic superspeedway' code that causes this by changing playerfile value "AI Logic Override" to 2 (as mentioned in the notes below). Build 1008 Changelog: STOCK CARS: ------------- In order to take full advantage of the stock car features, it is recommended that users do the following: 1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set " Enabled" to 1 for both of these plugins. 2) Download and install the "National Stock Car Racing 2015" mod. This contains many rules settings geared towards stock car racing. FEATURES: ------------- Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance. Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn. Added a tiny bit of configurability to the new 'Low Speed Info' message box. PLR file value "LSI Top" lets you set its vertical position or disable it altogether. Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit. Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter "STOCKCARGAUGE"), and turn them on or off depending on how close the player's speed is to the pitlane speed. Added .tbc variable "RoadGrooveSqrdGripEffect" so AIs will experience the same grip curve vs. groove as the human driver does. Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don't necessarily follow the recorded driving lines) Can be disabled by setting playerfile option "AI Logic Override" to 2. Added a gizmo to the UI in order to turn plugins on and off. In the future, you'll also be able to edit custom plugin variables here. MULTIPLAYER: ------------- There exists a new multiplayer.json variable "Plugin Heartbeat Rate" which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning "paused". FIXES: ------------- Fixed slow car cycling Fix for missing update cmps Fix a problem with admin commands /pitby* Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode. Fixed some problems where vehicles were moved or re-initialized at unexpected times. MODDING / PUBLIC DEV: ------------- Fixed bug with updates not showing in game UI select list. Fixed bug when creating vmod with updated components. Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors). Added # of waypoints selected to the AIW waypoint selection menu header. Raised line drawning to be 0.1 meters above the track. This post has been promoted to an article
  15. VELOCIPEDE

    rFactor 2 Build 1008 "Stock Car"

    Working Stock Car rules: Lucky Dog No Lucky Dog to Driver who causes the caution Speeding penalty during caution EOLL Speeding penalty during green Drive Thru Entering Closed pits EOLL penalty Green White Checker finish In-Car Track Bar Adjustment Frozen Field when caution comes out Partialy Working Stock Car Rules: Double File Restarts - Leader Chooses which lane he starts Double File Restarts - Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds - Need feedback from Stock Car Leagues Double File Restarts - Wave Around Cars - Do not get penalized yet for pitting before green flag is thrown Qualifying Rules - 3 Round format works Qualifying Rules - Forcing the use of 1 set of tires for all 3 rounds not working Rules not implemented Yet: Commitment cone violation for entering the pits AI still race back to line when caution is thrown All car(s) must maintain their respective track position for the restart, until they cross the start/finish line. Blending rule when re-entering the track during green flag conditions No passing under double yellow line at Superspeedways Known issues (A.I.): We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the 'dynamic superspeedway' code that causes this by changing playerfile value "AI Logic Override" to 2 (as mentioned in the notes below). Build 1008 Changelog: STOCK CARS: ------------- In order to take full advantage of the stock car features, it is recommended that users do the following: 1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set " Enabled" to 1 for both of these plugins. 2) Download and install the "National Stock Car Racing 2015" mod. This contains many rules settings geared towards stock car racing. FEATURES: ------------- Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance. Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn. Added a tiny bit of configurability to the new 'Low Speed Info' message box. PLR file value "LSI Top" lets you set its vertical position or disable it altogether. Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit. Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter "STOCKCARGAUGE"), and turn them on or off depending on how close the player's speed is to the pitlane speed. Added .tbc variable "RoadGrooveSqrdGripEffect" so AIs will experience the same grip curve vs. groove as the human driver does. Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don't necessarily follow the recorded driving lines) Can be disabled by setting playerfile option "AI Logic Override" to 2. Added a gizmo to the UI in order to turn plugins on and off. In the future, you'll also be able to edit custom plugin variables here. MULTIPLAYER: ------------- There exists a new multiplayer.json variable "Plugin Heartbeat Rate" which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning "paused". FIXES: ------------- Fixed slow car cycling Fix for missing update cmps Fix a problem with admin commands /pitby* Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode. Fixed some problems where vehicles were moved or re-initialized at unexpected times. MODDING / PUBLIC DEV: ------------- Fixed bug with updates not showing in game UI select list. Fixed bug when creating vmod with updated components. Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors). Added # of waypoints selected to the AIW waypoint selection menu header. Raised line drawning to be 0.1 meters above the track.
  16. VELOCIPEDE

    Michael Conti: da iRacing alla pista!

    Come gli appassionati della Nascar e di iRacing sapranno già, l'italo americano Michael Conti ha trionfato nel 2014 conquistando il campionato online ufficiale Nascar organizzato proprio dal simulatore americano. Il 17enne simdriver ha quindi avuto l'occasione di provare in pista una vera stock car, come ci racconta questo interessante speciale curato da Yahoo. Commenti sul forum. Michael Conti had a busy 2014. In 16 NASCAR-sanctioned races, from Daytona to Las Vegas, the 17-year-old Conti won three times and led twice as many laps as his nearest competitor. Whether on an oval track or road course, Conti often finished several seconds ahead of a packed field. And he did it all from his bedroom in suburban New Jersey, after work bagging groceries. In 2014, Conti won the NASCAR world title in the highly competitive arena of online racing, becoming the youngest person in its history to do so.
  17. VELOCIPEDE

    Nuovo titolo Nascar by DMi Games

    L'americana DMi Games ha annunciato che, dopo una lunga e complicata trattativa, è riuscita ad accaparrarsi dal 1 gennaio 2015 i diritti esclusivi del campionato americano Nascar, fino al 2014 in mano all'inglese Eutechnyx. Ed Martin, presidente della DMi ha quindi specificato che il loro primo titolo Nascar sarà disponibile nel 2016 per PC e consoles, prevedendo anche lo sviluppo di una versione manageriale. Nei prossimi mesi sarà invece rilasciato dalla Eutechnyx un update 2015 per il già esistente Nascar '14. As of January 1, 2015, DMi became NASCAR’s exclusive licensee for video games and digital entertainment, It is a deal that had been in the works for several months. But it was something that could not be disclosed until everything was finalized. And by “everything”, I mean a very long and complex set of negotiations and agreements. Just to give you some context, a contemporary NASCAR video game has over 1,000 licensed and approved properties in it. That’s a lot of stakeholders and people to get organized!
  18. VELOCIPEDE

    Nuovo titolo Nascar by DMi Games

    A NASCAR game for PlayStation 4, Xbox One and PC is in development at a newly announced studio, DMi Games. As of January 1, the North Carolina-based DMi Games had acquired the license to develop and publish games in the series from previous custodian Eutechnyx. The change in ownership was said to be complex due to the complexity of the licence agreements. DMi Games president Ed Martin explains: "Just to give you some context, a contemporary NASCAR video game has more than 1,000 licensed and approved properties in it. That’s a lot of stakeholders and people to get organized!" Martin, who has been working on NASCAR games since the early '90s, announced the new deal in an open letter to fans. "We are already hard at work on several new games including an all-new NASCAR racing sim created by DMi for PlayStation 4, Xbox One, and PC that we expect to release in 2016," he explained. fonte Gamespot This post has been promoted to an article
  19. Alessandro Pollini

    Nascar Track Pack

    Version 1.0

    4,502 downloads

    Nascar Track Pack for Stockcar Sim Series 2011 - Daytona Oval - Michigan Oval - Pocono North Roadcourse - JNSRichmond Int'l Raceway - Indianapolis 1.3 - Oval Motec 1 Mile Speedyway - Martinsville 1.0
  20. VELOCIPEDE

    [PC] NASCAR The Game 2013

    Eutechnyx ha annunciato oggi l'uscita di NASCAR The Game 2013 anche su PC per questa estate, dopo i successi ottenuti su console, ed ha quindi rilasciato le prime immagini del gioco. Sarà possibile mettersi alla guida di vetture riprodotte fedelmente e personalizzabili in vari modi grazie all'engine di nuova generazione, quindi competere con avversari controllati dalla CPU e dotati di un'intelligenza artificiale avanzate, il tutto con il roster 2013 ufficiale NASCAR. This post has been promoted to an article
  21. Il noto portale di videogiochi Eurogamer.it ha recensito il recente Nascar The Game 2013 di Eutechnyx. L'esperto Matteo Lorenzetti ha testato a fondo il ritorno della serie Nascar su PC, scoprendo un titolo molto valido, soprattutto se ci si prende un po' di tempo per adattarsi allo stile di guida richiesto dalle gare su ovale, decisamente differente da quello delle classiche competizioni europee. Per leggere la recensione completa dirigetevi a questo link.
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